void sc_forward_destroy(SC_SCREEN* screen) { if(screen.views.main != NULL){ if(is(screen.views.main,NOSHADOW)) { set(screen.views.main, SHOW); if(is(screen.views.main, PROCESS_SCREEN)) reset(screen.views.main, PROCESS_SCREEN); if(is(screen.views.main, PROCESS_TARGET)) reset(screen.views.main, PROCESS_TARGET); reset(screen.views.main, NOSKY); reset(screen.views.main, CHILD); reset(screen.views.main,NOSHADOW); if(screen.views.main.bmap != NULL) bmap_purge(screen.views.main.bmap); screen.views.main.bmap = NULL; if(screen.views.preForward.bmap != NULL) bmap_purge(screen.views.preForward.bmap); screen.views.preForward.bmap = NULL; VIEW* view_last; view_last = screen.views.gBuffer; while(view_last.stage != screen.views.main && view_last.stage != NULL) { view_last = view_last.stage; } if(screen.views.main.stage != NULL) view_last.stage = screen.views.main.stage; else view_last.stage = NULL; screen.views.main.stage = NULL; } } }
void sc_refract_destroy(SC_SCREEN* screen) { if(screen.views.refract != NULL){ if(is(screen.views.refract,NOSHADOW)) { reset(screen.views.refract,NOSHADOW); if(screen.views.refract.bmap) bmap_purge(screen.views.refract.bmap); screen.views.refract.bmap = NULL; if(screen.views.preRefract.bmap) bmap_purge(screen.views.preRefract.bmap); screen.views.preRefract.bmap = NULL; //find view before VIEW* view_last; view_last = screen.views.gBuffer; while(view_last.stage != screen.views.refract && view_last.stage != NULL) { view_last = view_last.stage; } //remove view from view chain if(screen.views.refract.stage != NULL) view_last.stage = screen.views.refract.stage; else view_last.stage = NULL; screen.views.refract.stage = NULL; } } }
void sc_lights_initSun(SC_SCREEN* screen) { if(sun_color.red == 0 && sun_color.green == 0 && sun_color.blue == 0) return; //create materials screen.materials.sun = mtl_create(); if(screen.settings.lights.sunShadows == 0) effect_load(screen.materials.sun, sc_lights_sMaterialSun); else effect_load(screen.materials.sun, sc_lights_sMaterialSunShadow); screen.materials.sun.skin1 = screen.renderTargets.gBuffer[SC_GBUFFER_NORMALS_AND_DEPTH]; //point to gBuffer: normals and depth //screen.materials.sun.skin2 = ObjData.light.projMap; //projection map //screen.materials.sun.skin3 = ObjData.light.shadowMap; //shadowmap screen.materials.sun.skin4 = screen.renderTargets.gBuffer[SC_GBUFFER_MATERIAL_DATA]; //point to gBuffer: brdf data screen.materials.sun.SC_SKILL = screen; set(screen.materials.sun, ENABLE_VIEW); screen.materials.sun.event = sc_lights_MaterialEventSun; //setup views screen.views.sun = view_create(-997); set(screen.views.sun, PROCESS_TARGET); set(screen.views.sun, UNTOUCHABLE); set(screen.views.sun, NOSHADOW); reset(screen.views.sun, AUDIBLE); set(screen.views.sun, NOPARTICLE); set(screen.views.sun, NOSKY); set(screen.views.sun, CHILD); set(screen.views.sun, NOFLAG1); screen.views.sun.size_x = screen.views.main.size_x; screen.views.sun.size_y = screen.views.main.size_y; screen.views.sun.material = screen.materials.sun; screen.views.sun.bmap = screen.renderTargets.full0; #ifndef SC_A7 //PSSM SHADOWS if(screen.settings.lights.sunShadows == 1) { sun_angle.roll = 1.1*maxv(vec_length(level_ent->max_x),vec_length(level_ent->min_x)); //screen.renderTargets.sunShadowDepth = bmap_createblack(screen.settings.lights.sunShadowResolution, screen.settings.lights.sunShadowResolution, 12222); //screen.materials.sun.skin3 = screen.renderTargets.sunShadowDepth; int i = 0; for(i=0; i<screen.settings.lights.sunPssmSplits; i++) { screen.views.sunShadowDepth[i] = view_create(-800); #ifndef SC_A7 screen.views.sunShadowDepth[i].bg = pixel_for_vec(COLOR_WHITE,0,8888); #endif screen.views.sunShadowDepth[i].lod = shadow_lod; /* //set shadowview flags set(screen.views.sunShadowDepth[i], SHOW); reset(screen.views.sunShadowDepth[i], AUDIBLE); set(screen.views.sunShadowDepth[i], UNTOUCHABLE); set(screen.views.sunShadowDepth[i], NOSHADOW); set(screen.views.sunShadowDepth[i], SHADOW); set(screen.views.sunShadowDepth[i], NOPARTICLE); set(screen.views.sunShadowDepth[i], ISOMETRIC); //set(screen.views.sunShadowDepth[i], CULL_CW); #ifdef SC_USE_NOFLAG1 set(screen.views.sunShadowDepth[i], NOFLAG1); #endif */ screen.views.sunShadowDepth[i]->flags |= SHOW|UNTOUCHABLE|NOSHADOW|NOPARTICLE|NOLOD|NOSKY|ISOMETRIC|SHADOW|NOFLAG1; //create rendertarget screen.renderTargets.sunShadowDepth[i] = bmap_createblack(screen.settings.lights.sunShadowResolution, screen.settings.lights.sunShadowResolution, 14); /* //BLUR SHADOWMAP (ESM SHADOWS ONLY) if(i < screen.settings.lights.sunPssmBlurSplits) { //assign rendertarget //screen.views.sunShadowDepth[i].bmap = screen.renderTargets.sunShadowDepth[i]; screen.views.sunShadowDepth[i].bmap = bmap_createblack(screen.settings.lights.sunShadowResolution, screen.settings.lights.sunShadowResolution, 14); //blur light depthmap VIEW* blurView = view_create(-799); blurView.size_x = screen.settings.lights.sunShadowResolution; blurView.size_y = screen.settings.lights.sunShadowResolution; set(blurView, CHILD); set(blurView, PROCESS_TARGET); screen.views.sunShadowDepth[i].stage = blurView; blurView.bmap = screen.renderTargets.sunShadowDepth[i]; blurView.material = mtl_create(); effect_load(blurView.material, sc_lights_sMaterialShadowmapBlur); //blurView.material.skill1 = floatv((float)(2.25-i)/(float)screen.settings.lights.sunShadowResolution); if(i==0) blurView.material.skill1 = floatv((float)(1.5)/(float)screen.settings.lights.sunShadowResolution); if(i==1) blurView.material.skill1 = floatv((float)(0.75)/(float)screen.settings.lights.sunShadowResolution); if(i==2) blurView.material.skill1 = floatv((float)(0.25)/(float)screen.settings.lights.sunShadowResolution); if(i==3) blurView.material.skill1 = floatv((float)(0.125)/(float)screen.settings.lights.sunShadowResolution); // } else { screen.views.sunShadowDepth[i].bmap = screen.renderTargets.sunShadowDepth[i]; } */ screen.views.sunShadowDepth[i].bmap = screen.renderTargets.sunShadowDepth[i]; //create material screen.views.sunShadowDepth[i].material = mtl_create(); switch(i){ case 0: effect_load(screen.views.sunShadowDepth[i].material,sc_lights_sMaterialShadowmapSplit1); break; case 1: effect_load(screen.views.sunShadowDepth[i].material,sc_lights_sMaterialShadowmapSplit2); break; case 2: effect_load(screen.views.sunShadowDepth[i].material,sc_lights_sMaterialShadowmapSplit3); break; case 3: effect_load(screen.views.sunShadowDepth[i].material,sc_lights_sMaterialShadowmapSplit4); break; default: break; } //pass number of splits to sun shader screen.materials.sun.skill13 = floatv(screen.settings.lights.sunPssmSplits); } if(sc_materials_zbuffer!=NULL){ bmap_purge(sc_materials_zbuffer); ptr_remove(sc_materials_zbuffer); sc_materials_zbuffer=NULL; } sc_materials_zbuffer=bmap_createblack(maxv(screen_size.x,screen.settings.lights.sunShadowResolution),maxv(screen_size.y,screen.settings.lights.sunShadowResolution),32); bmap_zbuffer(sc_materials_zbuffer); //add shadow edge masking + expanding to accelerate pcf shadows //setup views screen.views.sunEdge = view_create(-997); set(screen.views.sunEdge, PROCESS_TARGET); set(screen.views.sunEdge, UNTOUCHABLE); set(screen.views.sunEdge, NOSHADOW); reset(screen.views.sunEdge, AUDIBLE); set(screen.views.sunEdge, NOPARTICLE); set(screen.views.sunEdge, NOSKY); set(screen.views.sunEdge, CHILD|NOFLAG1); screen.views.sunEdge.size_x = screen.views.main.size_x/4; screen.views.sunEdge.size_y = screen.views.main.size_y/4; screen.views.sunEdge.bmap = screen.renderTargets.quarter0;//bmap_createblack(screen.views.main.size_x/4, screen.views.main.size_y/4, 32);//screen.renderTargets.quarter0; screen.views.sunEdge.material = mtl_create(); effect_load(screen.views.sunEdge.material, sc_lights_sMaterialSunShadowEdge); screen.views.sunEdge.material.skin1 = screen.renderTargets.gBuffer[SC_GBUFFER_NORMALS_AND_DEPTH]; screen.views.sunEdge.material.skill8 = floatv(screen.views.main.clip_far); screen.views.sunEdge.material.skill13 = floatv(screen.settings.lights.sunPssmSplits); LPD3DXEFFECT fx = screen.views.sunEdge->material->d3deffect; if(fx) { fx->SetInt("shadowmapSize", (screen.settings.lights.sunShadowResolution) ); fx->SetFloat("shadowBias", (screen.settings.lights.sunShadowBias) ); } set(screen.views.sunEdge.material, ENABLE_VIEW); screen.views.sunEdge.material.event = sc_lights_MaterialEventSun; //expander screen.views.sunExpand = view_create(-997); set(screen.views.sunExpand, PROCESS_TARGET); set(screen.views.sunExpand, UNTOUCHABLE); set(screen.views.sunExpand, NOSHADOW); reset(screen.views.sunExpand, AUDIBLE); set(screen.views.sunExpand, NOPARTICLE); set(screen.views.sunExpand, NOSKY); set(screen.views.sunExpand, CHILD|NOFLAG1); screen.views.sunExpand.size_x = screen.views.main.size_x/8; screen.views.sunExpand.size_y = screen.views.main.size_y/8; screen.views.sunExpand.bmap = screen.renderTargets.eighth0;//bmap_createblack(screen.views.main.size_x/8, screen.views.main.size_y/8, 32);//screen.renderTargets.quarter0; screen.views.sunExpand.material = mtl_create(); effect_load(screen.views.sunExpand.material, sc_lights_sMaterialSunShadowExpand); screen.views.sunExpand.material.skin1 = screen.renderTargets.quarter0; set(screen.views.sunExpand.material, ENABLE_VIEW); screen.views.sunExpand.material.event = sc_lights_MaterialEventSun; //shadow screen.views.sunShadow = view_create(-997); set(screen.views.sunShadow, PROCESS_TARGET); set(screen.views.sunShadow, UNTOUCHABLE); set(screen.views.sunShadow, NOSHADOW); reset(screen.views.sunShadow, AUDIBLE); set(screen.views.sunShadow, NOPARTICLE); set(screen.views.sunShadow, NOSKY); set(screen.views.sunShadow, CHILD|NOFLAG1); screen.views.sunShadow.size_x = screen.views.main.size_x; screen.views.sunShadow.size_y = screen.views.main.size_y; screen.views.sunShadow.bmap = screen.renderTargets.full1;//bmap_createblack(screen.views.main.size_x/4, screen.views.main.size_y/4, 32);//screen.renderTargets.quarter0; screen.views.sunShadow.material = mtl_create(); effect_load(screen.views.sunShadow.material, sc_lights_sMaterialSunShadowCreate); screen.views.sunShadow.material.skin1 = screen.renderTargets.gBuffer[SC_GBUFFER_NORMALS_AND_DEPTH]; screen.views.sunShadow.material.skin2 = screen.renderTargets.eighth0; screen.views.sunShadow.material.skill4 = floatv(screen.views.sunShadowDepth[0].clip_far); screen.views.sunShadow.material.skill8 = floatv(screen.views.main.clip_far); screen.views.sunShadow.material.skill13 = floatv(screen.settings.lights.sunPssmSplits); LPD3DXEFFECT fx = screen.views.sunShadow->material->d3deffect; if(fx) { fx->SetInt("shadowmapSize", (screen.settings.lights.sunShadowResolution) ); fx->SetFloat("shadowBias", (screen.settings.lights.sunShadowBias) ); } set(screen.views.sunShadow.material, ENABLE_VIEW); screen.views.sunShadow.material.event = sc_lights_MaterialEventSun; //set stages screen.views.sunEdge.stage = screen.views.sunExpand; screen.views.sunExpand.stage = screen.views.sunShadow; screen.views.sunShadow.stage = screen.views.sun; } #endif //------------ //apply sun to camera VIEW* view_last; view_last = screen.views.gBuffer; while(view_last.stage != NULL) { view_last = view_last.stage; } #ifndef SC_A7 //PSSM SHADOWS are supported if(screen.settings.lights.sunShadows == 1) { view_last.stage = screen.views.sunEdge; } else { view_last.stage = screen.views.sun; } #else view_last.stage = screen.views.sun; #endif }